Well, until I stop playing that is.
At the bottom we will find some immediate Q&A's and I am open to answer further questions in this thread as well. Those that seem to be repetitive (like these have been in my experience) I will put in this post, or one of the post below at the top. General reference if you don't use Metric but you use Imperial, 1 meter = ~3 feet. I.E. If I say the range of an IL40's weapon is 1000 meters, that means ~3000 feet. This guide also assumes you know the general basic controls for your aircraft(W,A,S,D,E,F,Q), ordnance(R/B/Space), and strafe mode.(Shift)
So you want to be a Ground Attack Aircraft (GAA) pilot you say. Well where do you begin? Realistically it will depend on what it is you desire to do most. Ask yourself, Do I want to dominate the supremacy game? Or, Do I want to hunt other GAA? After you answer this question move forward to your check list to give you the right answer.
Russian GAA line strengths:
- Destruction of Ground Target(GT)
- Configuration personalization
German GAA line Strengths:
- Air to Air(A2A) combat
These strengths are carried out across the majority of each individual line, but in general when you get to T7 + is when these take most effect. At lower tiers T6 and below, depending on individual plane choice as you progress or if it is a premium their strengths may waiver. Use the above list as a general guideline and not a end all for both lines.
General GAA guidelines:
- Educate yourself on the supremacy system.The main objective of your aircraft is to manipulate the supremacy in favor of your team. Without understanding the basics of how the current supremacy system works, you are not prepared to fly your plane. This becomes increasingly important as you move up the tiers.
- Always bring all of your ordnance, it is not too expensive to drop if stuck in a desperate situation. Without your ordnance you put yourself in a bind strategically if Match Maker(MM) does not give you the lineup you were expecting with your customized load out
- More ordnance is better than bigger ordnance. If you have the choice between 8 rockets that do a combined total of 15000 damage or 12 rockets that do a combined total of 14000 damage, you want the 12 rockets. Why? Your plane is equipped with massive cannons. Unless you are a genius you do not know exactly how much damage you did to what module on your target. Allowing you to precisely dedicate the burst damage from ordnance will assist you in having enough ordnance to have the strategic advantage by not wasting a 1500 damage rocket or bomb on a target with 1000 health remaining.
- Always attack Anti Aircraft (AA) or Anti Aircraft Artillery(AAA) first. Unless you are 100% confident you will destroy your target on the first pass (Generally ships) you need to clear the immediate area of all AA or AAA before you find yourself overwhelmed and at half health. This also has the advantage of assisting your teammates in defending you be it you find yourself in the sights of the enemy.
- If you are up by supremacy and you are the last one alive, hide. Until you become an advanced pilot, knowledgeable of most potential threats, and aware of how to maneuver your plane in the most survivable manner possible. Do your teammates a favor and reward them and yourself for the hard work put forward by all parties involved. Every time you attack a GT you give away your position to the enemy forces. Remember, GAA have increased camouflage perks below 100 meters, and even higher perks below 50 meters.
- Do not dump ordnance on yellow targets. There are massive cannons on the front of your aircraft, there is no reason for you to be firing a rocket, or dropping a bomb on a target full of yellow soft targets only. The only exception is if you are dumping your ordnance to gain a defensive or offensive advantage over an adversary in the immediate area. In this situation you will want to dump your ordnance on to any near by targets worth supremacy if available.
- Ordnance weighs you down. If you are being chased by 3 planes, you have 10 rockets on your aircraft, and you are the last man standing. Tap that "R" button 10 times, this will significantly increase the maneuverability and speed of your aircraft; thus, giving you the ability to evade enemy attacks with more precision. The same is said if you find yourself in a stalemate with an opposing GAA, dump ordnance until you gain the advantage. You will do more damage to GT's being alive than you will dead, if dead all that saved ordnance won't matter.
- Do not be in a rush. The GT's are not going anywhere. If you are in a fairly large game, don't be the first GAA to hit a ground target. This is not strategically sound as it immediately gives away your position and your teams direction to an otherwise uneducated enemy who is actively searching for your team. It also makes you an immediate threat to the opposing teams low altitude interceptors. No one wants to be the first one intercepted.
- Avoid the ground and the targets. Survival is paramount over destruction of GT's. If the ground target has 100 hp left, and you're with in 100 meters of it, don't stay on target in attempts to finish it. Break target and come back around for another pass. This goes back to our earlier point of supremacy, when maximizing your supremacy management you will find it better to leave targets with low hp until you need them over pure destruction. There is no rush, the GT's are not going anywhere, while you can, but you can't if you run into a mast, a ship wire, a antenna, or any object to include trees protruding out of the surface.
Constantly you will be told as a inexperienced pilot "do not rush up the tiers!" If you don't challenge yourself how do you expect to overcome the obstacles ahead. There is no way to learn how to play T7 without playing Tier 7. Progress freely at your comfort level, if you find yourself struggling at the current tier you're playing then continue to play it after you have unlocked the next aircraft; however, don't be afraid to try the next tier anyway! There may be a valuable lesson you learn in the next tier up that was your road block in the tier below. Always try to at least get all the X2's done in the planes you are currently grinding.
Dity are there any good threads that explains the art of resets of the supremacy bar that would help in furthering this action on how it works?
It's mostly trial and error.
If you read the supremacy blogit will help you further your education. Unfortunately the supremacy blog was removed; but, the reset system works in percentages, while the point system works in cumulative. So every time you completely destroy a target you set back their bar by x% points. This is crucial as often it is more valuable to nearly destroy several targets, and then make a final pass to destroy them all at once in order to succeed a larger reset value.
While the more points you have the faster your bar moves in relation to the enemy teams bar not in total. For example, if you have 215 supremacy points and the enemy has 200 supremacy points both of your bars will essentially be filling at the same rate, while yours will fill at xx% points that the 15 points gives you over their team. I am not sure but it seems as if the equation is 100% divided by how ever many points the team with the most points has to decide how fast your bar is moving.
The only way to get a firm grasp on how to manipulate the system is to educate yourself on how it works, and experiment in game with manipulating it. This is why you hear so many people complaining about the supremacy system. To address all the previous concerns about supremacy and how "unfair" it was in past patches. WG went so far to make a dynamic system that puts you in a position of "no return" less often then previous versions. The supremacy system is one of the best things Wargaming has ever implemented in terms of game play. It addresses all game sizes and game make ups in a appropriate manner to give cause for a fair chance for both teams to win by supremacy.
You've offered to share your experience on how to get a thunder in 3 minutes.
So far what I learned is to kill a ship hitting the center red square or drop a bomb on the stern of a ship. Then concentrate on the red squares of any ground targets after having taken out the AAs. Also ignoring the yellow squares in the beginning....
You want to hit the front of all ships, not the red square. Ships have funny hit boxes that seemingly account for different components of the ship in their current state, destroyed or active. Often, much of the hull in the middle of the ship is shared with these other hit boxes, thus sharing your damage with those as well as the hull. You want to focus all your damage on the hull by hitting a location on the ship that only the hulls hit box exist. This is the front of the ship near the water line to give room for dispersion. On the smaller 9/9 ships this applies as well, but you will destroy the yellow box from dispersion in the process. Bombs, should be dropped in the location that you are choosing, so you're good in that respect. In general for ships of your tier you only need 2 rockets / 1 bomb ( there are some ships that you only need one rocket and some gun fire, but you will figure it out ) All ships you should fire at while you shoot rockets, not only does this help you aim your rockets better but it gives fluff damage for any miscalculation in your aim.
As you get to ships that out tier you, you will find yourself either using more gun fire ( to include flaps and cutting the engine ) or an extra rocket. There is certain ships on certain maps that require more rockets for whatever reason with their hit boxes. Now I did say there are a few maps you cannot easily obtain a thunder, and those are the maps where the majority of your supremacy points available are hardened ground targets. Obviously, because you have to destroy every last module it makes it inherently more difficult to obtain a high score at a quick pace, but it is possible.
Generally when you get your game play down to an art you will find yourself with an abundance of ordinance and a thunder. Just takes a little practice to figure out where the sweet spot is on what ships/ground targets. Also, don't forget when hitting GT's to shoot in a way that your dispersion covers other hit boxes and isn't being wasted hitting the ground where no hit boxes are.
Edited by dityboycom, 07 August 2015 - 06:44 PM.